those are Quake 3 weapons, awesome stuff, but i want the Quake 1 weapons
so im not sure how hard it will be to get it working in UT99, i have no experience with modeling etc
and its mostly about the melee weapon, the axe, so just 1 weapon(i guess its also one of the simplest weapons to do)

if this wont be possible id like to see for alternatives, ive already looked around for some nice melee weapons, but havent found one that fits my needs
would be great if you can give me some nice melee weapons

OjitroC wrote:Check out Unreal4Ever and the Crusader's Axe (plus some other melee weapons like a knife and a pitchfork) - plus, of course, the Bastard Sword from ChaosUT.

ive checked all the melee weapons and i dont think any of them is good enough :p
it seems that in general melee weapons look really bad from 3rd person perspective, i guess the biggest problem is the lack of hand/arm animation from the default UT characters

i managed to get the Quake 1 Axe working in UT99, although the 1st person animations are really bad and from 3rd person perspective it looks even more awful lol
if theres anyone with some good modeling skills i think this could be an easy job to edit and fix everything

OjitroC wrote:Check out Unreal4Ever and the Crusader's Axe (plus some other melee weapons like a knife and a pitchfork) - plus, of course, the Bastard Sword from ChaosUT.

ive checked all the melee weapons and i dont think any of them is good enough :p
it seems that in general melee weapons look really bad from 3rd person perspective, i guess the biggest problem is the lack of hand/arm animation from the default UT characters

i managed to get the Quake 1 Axe working in UT99, although the 1st person animations are really bad and from 3rd person perspective it looks even more awful lol
if theres anyone with some good modeling skills i think this could be an easy job to edit and fix everything

Third person melee animation isn't possible, because all the default player pawns are vector animated and you can't add new animations without recreating all default ones. With bones animation would this be another thing.

papercoffee wrote:Third person melee animation isn't possible, because all the default player pawns are vector animated and you can't add new animations without recreating all default ones. With bones animation would this be another thing.

yes exactly
the Chaos Sword looks pretty good from 3rd person perspective, the way its placed in the hand and does the slash animation
so i got an idea: replace the Chaos Sword mesh with the Quake Axe mesh, is this possible?

papercoffee wrote:Third person melee animation isn't possible, because all the default player pawns are vector animated and you can't add new animations without recreating all default ones. With bones animation would this be another thing.

yes exactly
the Chaos Sword looks pretty good from 3rd person perspective, the way its placed in the hand and does the slash animation
so i got an idea: replace the Chaos Sword mesh with the Quake Axe mesh, is this possible?

Same problem... you have to recreate the hands and arm and animate everything anew.

For example: Chaos, Food Fight and NW3 ...all of them have their own hands.
If you use a swapper and mix them with the default UT weapons will you notice it.

papercoffee wrote:Same problem... you have to recreate the hands and arm and animate everything anew.

i dont want to see new hands/arms in 3rd person perspective
only in 1st person you should see the arm and hand holding the axe

if the slash animations are too hard to make, then it would also be fine if the weapon doesnt have a fire and alt fire, so it would only be 'for show'
so in this case: no animations, just the axe placed in the hand

papercoffee wrote:Same problem... you have to recreate the hands and arm and animate everything anew.

i dont want to see new hands/arms in 3rd person perspective
only in 1st person you should see the arm and hand holding the axe

That's what I meant ...the first person hands are also vector animated and are part of the actual weapon you are holding in front of you.
The third person weapon model is a totally different model (very low poly).

Open the Editor and look into the mesh browser ...nearly every weapon uses 3 different models.
Pick-up model, 3rd person model, 1st person model. All of them use also different textures for 1st and 3rd person... exception is the Pulse-Rifle which uses only one for both modes.

papercoffee wrote:Same problem... you have to recreate the hands and arm and animate everything anew.

i dont want to see new hands/arms in 3rd person perspective
only in 1st person you should see the arm and hand holding the axe

That's what I meant ...the first person hands are also vector animated and are part of the actual weapon you are holding in front of you.
The third person weapon model is a totally different model (very low poly).

Open the Editor and look into the mesh browser ...nearly every weapon uses 3 different models.
Pick-up model, 3rd person model, 1st person model. All of them use also different textures for 1st and 3rd person... exception is the Pulse-Rifle which uses only one for both modes.

aha i see,
so in case of the Quake 1 Axe, the 1st person model looks alright(it has a decent arm and hand holding the axe) just the slash animation is ugly
so if i can remove the animations and remove fire and alt fire in the script, it will look fine
and for a 3rd person model only the arm and hand should be removed to make it look good(no animations needed)

papercoffee wrote:You can try this ...but I highly doubt that you can realise it without to re-animate the new mesh.

the whole purpose of the Axe would be to have at least something in hand
im working on a map where you will spawn without any weapons, this doesnt really look nice
since the map's theme is Quake, this Axe would fit in perfectly
fire/altfire are not necessary so animations are not needed, the Axe just needs to fit in the hand

i have no experience with modeling, im hoping if someone here likes to do this for me
to do in short: edit the 1st person model by removing the arm/hand so the 3rd person model is an Axe only
and i guess it should have the right coordinates to fit precisely in the players hand
thats it